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Type: Injury/Ingested
Cost: 1000 gold of materials, a specific evil deity's flesh piece, and Cinnabar (mercury ore)
Upon exposure, the target must succeed in a DC 19 CON save or become poisoned for 1 minute. At the start of each turn, the poisoned creature must repeat the save. On a success, the poison ends. Each failure causes the creature's body to mutate and deform in a way that renders one of its bodily functions or limbs ineffective: a hand might turn into an unresponsive tentacle, a leg might twist and coil onto itself, eyes might bulge and distort leading to sight loss, etc.
If a creature fails this save by 10 or more before the poison ends, they transform into an incapacitated ball of flesh, unable to act. The transformation can only be reversed by Greater Restoration or Wish.
Based off: Historically, mercury was used in the process of making hats, leading to neurological problems in those exposed - a condition sometimes called the “mad hatter disease.” Chronic mercury poisoning can lead to hallucinations, distorted vision, and hearing, impaired motor skills, and even deformation of the body. The magical properties of the evil deity's flesh combined with mercury could hypothetically cause a magical form of extreme mercury poisoning, leading to the fleshwarp symptoms.
Failures | Potential Results |
---|---|
1-2 | Vision becomes severely distorted, resulting in complete sight loss |
3-4 | Legs become brittle and dry, prone to breaking with any form of movement |
5-6 | Suffers an internal injury, gains disadvantage on Constitution saves and cannot heal naturally |
7-8 | Fingers painfully twist and reverse, causing disadvantage on any rolls requiring hand use |
9 | A limb turns into a mushy blend of flesh and liquid bone, rendering it completely useless |
10+ | |